fedca's Recent Forum Activity

  • What confused me is that you didn't use animation triggers but instead set the animations every tick while something is true.

    Aswell as the stacked else conditions, makes it a bit hard to read. I would probably use inverted conditions instead.

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  • So I would say take a look at that the AJAX plugin, this allows to load files at runtime. I would say with this it's fairly achievable.

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax.

  • just add an inverted is Attacking to the player run animation action.

    It currently sets the animation to run every tick while the player is moving, instantly overwritting the attack animation.

    tbh I'm a bit confused how or why your character and animation controller is setup like it is.

    looks super neat though with the nice sprite and 3d camera movement

  • You could still automate the creation of the separate text objects.

    Using a text object or dictonary etc that has the whole text and then have a loop that creates a text-box per word from it.

  • Unless you would use a monospace font (means each letter has the same width) it would be difficult to determine which letter or word the player clicks, as construct only has a collider for the whole text object.

    with a monospace font you could check the position of the cursor compared to the text object and use tokenat.

    But imo it would be easiest to use seperate instances per word like oosyrag said.

  • yea, you just use array.At() to get the content of a cell.

    I'm not sure I fully understand

  • every 20 seconds create object Marker at position

    x= random(0,LayoutWidth)

    y= random(0,LayoutHeight)

    on player collission with Marker

    set marker instance boolean collected to true

    set marker position to

    x= random(0,LayoutWidth)

    y= random(0,LayoutHeight)

    on player collission with Marker

    and

    Marker instance boolean collected = true

    add X to variable currency

    destroy marker

    or if you want to create the marker at predefinde positions

    you could place invisible spawner sprites and use pick random instance

    and spawn at placeholder instead of the random position.

  • now your function only zooms for one tick. (when the function is called)

    it needs to run until the zoom is finished.

    you could do something like this:

    on function, set local variable zoomTarget to X and speed to X

    (then without it being a subEvent)

    if zoomTarget =/= LayoutScale lerp(LayoutScale,zoomTarget,speed*dt)

  • I'm not certain but it could be that picking the hitbox doesn't work correctly.

    I would do something like this:

    On animation "attacking" finished

    pick hitbox by comparison: hitbox.id = attacker.id

    set hitbox attacking to false

  • yea I sometime have this happen when I zoom the browser I think.

    I tend to save and restart construct as that fixes it.

    Idk if it's the same problem for you though...

  • yes store the choose(ba,cha,ga) in a string and then play the audio from that string..

    see my answer on your other question. I hope I could help :)

  • so to pick the random sound I would do this

    set global string pickedConsonant to: choose(ba,cha,ga,ha,...)

    to play the correct audio assuming it has the same name:

    play audio by name: pickedConsonant

    now create the answer image assuming they have the same name

    create object by name: pickedConsonant

    so now create the wrong answers

    repeat 3x

    create object by name: choose(ba,cha,ga,ha,...)

    to compare if the player has selected the correct answer you can compare the name of the clicked image with the string pickedConsonant

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fedca

Member since 6 Jul, 2017

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